Incantations

( ⇪ Magic )

Incantations are rituals used by magic-users and non-magic-users alike to create magical effects. For divine incantations, replace all mention of “arcana” in the incantation rules with “religion”. Thus, secondary casters participating in a divine incantation are allowed to attempt the skill checks that are not for “Knowledge (religion)”. There are also psionic rituals called communals.

Rituals serve to create a GM-controlled barrier to entry for powerful and game-breaking effects so they aren’t easily accessible. You can make a particular ritual procedure document be hidden away in a treasure chest in a dragon’s lair if you wanted to, and the only way to cast that spell would be to first quest for its incantation. Further, you could make a ritual document only function for a specific purpose or subset of uses of the original spell or power. Thus, you could make a Wish “Charged Incantation” that explicitly makes the moon vanish for a few minutes, foiling the villains plans. Such a limited ritual would naturally be easier to accomplish than the unlimited version. Use finding rituals as a tool to further your story!

Charged Incantations

Certain spells now require an incantation ritual as part of the casting process. Attempting to cast the spell without the incantation fails without wasting the action, Spell Points (SP), or other spell components. Unlike normal incantations…

  • there’s never more than one skill involved,
  • there are never secondary casters,
  • you are not allowed to interrupt the incantation,
  • the normal school-based DCs are reduced by 10, and
  • you use the caster’s relevant ability modifier and CL for all relevant effects that involve them.

Gaining access to a casting of a spell that has a charged incantation associated with it merely gives you the ability to charge the incantation. Having knowledge of the spell’s incantation procedure is meaningless if you don’t have the means to charge it.

For charged incantations, the new casting time is either that of the original spell or the incantation, whichever ends up taking longer. Thus, if the spell’s original casting time is longer — such as with the identify spell — the original casting time is the minimum amount of time that must be spent casting (even if all of the incantation skill checks are successful before that period of time is spent). Nothing can reduce the casting time of a charged incantation.

The charged incantation starts at the beginning of the casting time, with the number of successes and failures “using up” the original casting time or extending the length of the casting time as appropriate until the spell either fails or succeeds. For example, the identify charged incantation usually requires one success and thus must succeed by its second skill check (20 minutes into the casting) or the spell will fail (failing two times in a row causes the spell to fail just like it were any other incantation).

The “primary caster” of a charged incantation must be the person that has access to the spell (such as through it being on their spells-known list or accessible through something such as a wand). The primary caster must at the incantation’s start give up some SP (or use the relevant scroll, etc., if SP are irrelevant) to “charge” up the first stage of the incantation. These incantations also follow all of the normal rules for casting a spell, such as accounting for any Spell Point Burn (SP Burn) they have (use the SP Burn of the class that at the GM’s discretion has the closest association to the spell involved).

Example Incantations

(This section is a Work-In-Progress)

Example Charged Incantations

Your GM can make any spell have an incantation, but here are some examples.

Guidance of the Avatar

Divination
Level/Successes: Cleric 2 Successes
Skill Check: Knowledge (Religion) DC 14 if Divine
Components: V, S
Minimum Casting Time: 20 minutes
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: None
Spell Resistance: Yes

Identify

Divination
Level/Successes: Bard 1 Success, Sorcerer/Wizard 1 Success, Hoardstealer 1 Success, Vigilante 1 Success, Sha’ir 1 Success, Death Master 1 Success, Savant (Arcane) 1 Success, Oracle 1 Success, Magic 2 Successes
Skill Check: Knowledge (Arcana) DC 34 if Arcane, Knowledge (Religion) DC 34 if Divine
Components: V, S, M/DF
Minimum Casting Time: 1 hour
Range: Touch
Target: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

NOTE: 40% of all multi-use magic items are self-identifying (MoF p136).

Knock

Transmutation
Level/Successes: Telflammar Shadowlord 1 Success, Trapsmith 1 Success, Thayan Slaver 1 Success, Savant (Arcane) 2 Successes, Sha’ir 2 Successes, Wu Jen 2 Successes, Sorcerer/Wizard 2 Successes, Beguiler 2 Successes, Ebonmar Infiltrator 2 Successes, Hoardstealer 2 Successes, Urban Druid 2 Successes, Greed 3 Successes
Skill Check: Knowledge (Arcana) DC 39 if Arcane, Knowledge (Religion) DC 39 if Divine
Components: V
Minimum Casting Time: 10~20 minutes (depending on spell level)
Range: Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: No

True Seeing

Divination
Level/Successes: Cleric 5 Successes, Knight of the Weave 5 Successes, Adept 5 Successes, Healer 5 Successes, Wizard/Sorcerer 6 Successes, Beguiler 6 Successes, Wu Jen 6 Successes, Sha’ir 6 Successes, Court Herald 6 Successes, Druid 7 Successes, Death Master 7 Successes, Urban Druid 7 Successes, Knowledge 5 Successes, Dragon 5 Successes, Inquisition 5 Successes, Trade 6 Successes, Truth 5 Successes
Skill Check: Knowledge (Arcana) DC 18 if Arcane, Knowledge (Religion) DC 18 if Divine
Components: V, S, M
Minimum Casting Time: 50~70 minutes (depending on spell level)
Range: Touch (100 ft. + 10 ft./level)
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

True Seeing, Mass

(Races of Eberron, page 190)

Divination
Level/Successes: Truth 9 Successes
Skill Check: Knowledge (Religion) DC 23
Components: V, S, M
Minimum Casting Time: 90 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

(This section is a Work-In-Progress)

Incantations

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